KIN 278 CLASS JOURNAL

ADVENTURE EDUCATION

Fall 2002

 

Day

Date

Class Activities

1

8-27

Introduction to Adventure Education

Explanation of KIN 278 Syllabus

Played Lateral Thinking games:

The man in the mask - mind game

Who is the individual in the picture. — mind game

How Much Time for 4 people to cross a bridge — mind game

2

8-29

Name Game — ( Every one must name an object and the two individual before them along with what they called the object)

Name Toss — Group members tossed objects among themselves by calling the name of the person they were throwing to and strived to have no dropped balls.

Hoops Around Circle (Hula Hoops were placed on arms while the group stood in circle holding hands. Some went clockwise around the circle while other went counter clockwise, some went over 2 people at once from head-down as other when over two people from feet up, and the striped hoop had to go over 3 people at a time. Hoops continued around cile wutil they reached the exact place they started.

Sure-Footed-Relay (Two straight lines were formed with people sitting behind each other about 3 feet apart. Using the feet only a beach ball as passed down the line and back to start as quickly as possible. The ball is pass each round by a different procedure.)

Merger (Everyone must fit their two feet completely inside the remaining circles until everyone is successfully fitted into one circle.)

3

9-3

Group Juggle (The order of throws and catches within the group was establish, and then the leader tried to lead the group in progressive juggles until a miss by someone. After a miss the group rotated two places and new leader tried for a greater number of concessive tosses by the group)

All-Aboard ( The group walked a short board to a box in which the entire group attempted to stand upon.

Almost Infinite Circle — Remove handcuffs from arms without untying knots or slipping rope off hands.

Mind-Reading (Use 9 magazines in 3 rows, clue is given on only the first question)

 

 

4

9-5

Progressive Warm-Up (Name game in which a person lead the best 3 second exercise, and also leads the exercise of the 2 previous people.)

Webbing Loop Games

Set the clock (Group moves the knot in webbing to time of clock face)

Inside-Out Escape from circle by going under without touching hand or arms to webbing.

Outside-In Move 20 feet away an plan the work and go to circle and complete the plan without talking. (Plan the work, and work the plan)

Perfect Square with Rope, sightless and mute. Then with a leader with both sight & voice

Game of 21 hits

  • 21 hits in row with no misses
  • 21 hits with only backside of left hand
  • 21 hits with high-five after each hit
  • 21 hits with 3 claps after each hit
  • 21 hits with hitter turning in 3 circles after each hit

Digits-Down-New-Math Mind game. Several objects are placed on the floor in a certain order and the group is asked what number is indicated. The cue is what number of fingers are placed on floor.

5

9-10

Name Exchange ( Introduce yourself to someone and take the name, continue until you are introduced to your true self )

Commonalties — (Groups of 4 found common characteristics among the members and then told the least common "Good-Bye")

Truth is Stranger the Fiction — ( Tell three short stories about yourself, only 1 can be true, group guesses which is true)

Quail Shooter Delight

6

9-12

Almost Infinite Circle Remove handcuffs from wrist without uniting string or slipping off wrist .

Tangle Knot — Group member come together in tight circle while holding a string in right hand they reach out and catch the bottom of a string with their left hand. Can’t be their own string or that of either individual to each side of them. The group tries to untie tangle knot.

Partner Tag Members of class pair up with one being the chaser and one the chased. When the chaser tags their partner they change rolls. The new chaser must turn around three times before they chase the other.

Cyclops Tag — Same as partner tag except both members must close one eye and look through the tube form by hand. Extra care is in effect because of lose of vision and chance of running together.

Monster — Eight participants traveled 15 feet using 5 feet and 4 arms

 

Ice-Holes and Polar Bears A mind game in the form of test to observe wildlife. Must answer the number of bears seen, if the are eating or starving, number of food sources, and if they are contaminated.

7

9-17

Progressive-Warm name-game for warm-up where each leads a three-second exercise routine and explains the routines of the two individual before them.

Zig-Zag Traverse — Participants traversed the track-walk individually without stepping off onto the floor. Groups of 3 traversed the track while remaining connected as a group.

Dome Steps traverse - Participants traversed the course of domes while touching each dome with both feet and bending down and touching each red dome with the a hand.

8

9-19

Speed Rabbit — Leader points to a person in circle and says an animal’s name. That person and the one to the right and left side must do movements to illustrate that animal before the leader counts to three. The three animals are rabbit, elephant, and monkey.

Slip-Suee Challenge — Mind game. The group members are asked to do the same movements and/or actions as the leader demonstrates.

Cross-Over Challenges - Participants are challenged to perform several different types of personal movements or behaviors before they are allow to step over to the other side of rope. Groups helps those who need help.

Run-Through Rope Jump Challenges — Two leaders hold a long jump rope and ask participants to go to other side without the rope touching them. First they go under the rope without touching, then step over without touching. The rope starts turning and they are asked to run through to other side without touching. Next enter the turning rope and jump once and get out with touching. Next enter the turning rope and jump while looking a one leader and turning and look at other leader and jump before getting out. The above series is repeated with two participants holding both hand of each other. Next three participants repeat the series while holding hands in a straight row, the two outside participant will facing forwards while the center participant will face backwards and keep their eyes closed.

Lap-Sit Challenge — Group faces clock-wise around a circle. The group moves in towards the center of the circle until they are standing very close together. Take the outside hand and place it on the shoulder of the person in front of you for balance. Next everyone slowly starts lowering their body until they can sit in the lap of the person behind you. Next try the sit without the use of the balance hand. Then the group turns the opposite direction and repeats the sit, you will now be holding the person whose lap you were sitting in.

Wordles — Cards that indicate a message or meaning.

 

 

 

 

9

9-24

Start Trust-Series of Adventures Activities

  • Human-Spring
  • Yurt-Circle
  • Falling & Spotting body positions
  • Trust-Duo
  • Trust-Trio
  • Low Trust-Fall to Elevation
  • Willow-in-the-Wind
  • 4-foot High Trust-Fall

10

9-26

10 person Portable Pyramid

Answer-Value - Mind game

"A-What"

Dizzy-Lizzy Walk — Trust Activity

Is this a pencil? Challenge Mind Game

11

10-1

(Outside area on the east end of HPE building near tennis courts)

A-Frame Traverse

Trolley Traverse

Italian- Golf

12

10-3

Truth is Stranger the Fiction (Continue)

T-P Shuffle Challenge on Beam

Disc-Jockey Rope Swing (Proudy’s Landing)

13

10-8

(Go to 109 gym’s main floor, court # 1)

Giant-Elves & Wizards

Monarchs

The Blob

Comet Ball — Horseshoe Challenege

Return to Room 113

Hula-Hoop Dive Through

Hula-Hoop Toss

14

10-10

Field Trip to SFASU’s Low Elements on Challenge during regular class time. Challenge course located 100 yard north of Johnson Coliseum

On the east side of University Drive.

15

10-15

Mid-Term Written Examination

16

10-17

Start Rock Climbing Program

Special Equipment and basic skills needed for rock climbing

17

10-22

Belaying and Climbing Signals, Knot Tying Skills

 

18

10-24

Climbing Adventures

19

10-29

Climbing Adventures

20

10-31

Climbing Adventures

21

11-5

Climbing Adventures

22

11-7

Climbing Adventures

23

11-12

Climbing Adventures

24

11-14

Climbing Adventures

25

Friday 11-15

Field Trip to SFASU High Element Challenge Course 1 — 3 PM)

26

11-19

Climbing Adventures

27

11-21

Skill Test (First half of alphabet) second half does not attend class.

28

11-26

Skill Test (Second half of alphabet) first half does not attend class.

29

12-3

Written Final Examination over second half semester Activities.

30

5-7

No class — Comp Day for Field Trip out of class to High Course